Author Topic: Best missile mech?  (Read 8122 times)

Aasharu

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Best missile mech?
« on: 13 February 2012, 22:10:03 »
I'm not entirely sure where on the forum I should be posting this, so I'll post here.  If this is the wrong spot, someone please move it.

Anyways, a bit of background.  I'm currently participating in a Battletech roleplay, focusing mainly on the In Mech aspect of the game.  It's 3049, we're Inner Sphere pilots, and we get captured by Clan Wolf.  We work as bondsmen, prove ourselves, and are now about to go through our trials of position.  My challenge, is that my character is a missile man.  Pilot 3, Gunnery/Missiles 2, gunnery everything else, 4.  So I need to design a good missile mech for 3 consecutive one-on-one battles.  I have three that I've designed so far:

An Adder, 35 ton Clan Omni Mech.  Walk speed of 7, run of 11.  10 double heat sinks, with four Streak SRM 6s.  I have 3 tons of ammo, 45 shots.  I'm heat efficient - if I Alpha Strike, I generate 18 heat, and my heat sinks can handle 20.  I've focused most of the armor on the front of the mech - I can take a gauss rifle shot to any of my three torso areas without it going internal.  I also don't have anything in my arms - all my Streaks are in my torso.  The principle of this one is that I just run up into my opponent's faces, and blow them to bits with (ideally) 48 points of damage a round.  Obviously, the downside is that I can't take many hits either.

Next mech is a Stormcrow.  55 ton Clan Omni.  Walk speed of 6, run of 9.  Same basic thing, except I have 5 SSRM 6s, 75 shots, 12 heat sinks - still heat efficient; and I don't have anything in my arms again.  Again, same principle - get in people's faces, then blow their faces off.

Finally, I have a Timber Wolf.  75 tons, walk 5, run 8.  2 LRM 15s with Artemis, 4 SSRM 6s.  24 shots and 45 shots, respectively.  Still heat efficient by two, just more armor.  And this time, I do have stuff in my arms - the LRMs.

Something to consider is that the size of my opponent's mechs will be relative to my own.  If I'm using light, they're using light.  Heavy, heavy, and so on.  Any ideas or suggestions on these designs?  Any other designs you might have that would work better?

blitzy

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Re: Best missile mech?
« Reply #1 on: 13 February 2012, 22:14:42 »
Umm, the adder goes at 6/9

It kinda depends on what you want.  The Storm Crow, Summoner, and Timber Wolf have good stock missile configurations.  What sort of Missiles are you wanting to employ.  Allot of SRM/Streak SRM, I'd take a Artic Wolf II, those are fast and 7/11/7 aren''t bad.  If your era allows it I'd look at ATM's.  They're hard to beat in the Clans, second to Clan LRM launchers.
« Last Edit: 13 February 2012, 22:17:48 by blitzy »
"..and like children playing after sunset, we were surrounded by darkness."  -Ruri Hoshino


ItsTehPope

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Re: Best missile mech?
« Reply #2 on: 13 February 2012, 22:17:36 »
Adder goes 6/9 so you may want to check that one...

Are you facing the three opponents of escalating weight class as the TOP actually entails?
If you actually care to listen to my thoughts outside of Battletech, find me at www.uselessblot.com

(4:37:55 PM) moonsword134: You're a bastard.
(4:38:11 PM) moonsword134: And so's the talking whiskey monkey who lives in bottles of tequila to give you ideas.

(4:52:52 PM) ShinjoJinturi: simply by having tag on the field, even in a game that appears to not have any lrms or arrows on the board, you can inspire fear

Aasharu

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Re: Best missile mech?
« Reply #3 on: 13 February 2012, 22:18:55 »
Ah, yes.  I boosted the engine on it as well.

And I'm not sure on the escalation... I best assume that I am, since that would be the tougher fight.

blitzy

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Re: Best missile mech?
« Reply #4 on: 13 February 2012, 22:19:29 »
I know this is sacrilege, but you might consider a Clan NARC, if you like SRM’s and use allot of them
"..and like children playing after sunset, we were surrounded by darkness."  -Ruri Hoshino


blitzy

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Re: Best missile mech?
« Reply #5 on: 13 February 2012, 22:20:44 »
Ah, yes.  I boosted the engine on it as well.

And I'm not sure on the escalation... I best assume that I am, since that would be the tougher fight.

Can't really evaluate this mech without seeing actual stats
"..and like children playing after sunset, we were surrounded by darkness."  -Ruri Hoshino


ItsTehPope

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Re: Best missile mech?
« Reply #6 on: 13 February 2012, 22:21:30 »
Ah, yes.  I boosted the engine on it as well.

And I'm not sure on the escalation... I best assume that I am, since that would be the tougher fight.

Check with your GM on how much customization you want.  If you change the basic locked chassis of an OmniMech, it isn't an Omni anymore, so pod swapping is flat out.

and yeah....we need actual stat sheets to do any evaluation.
If you actually care to listen to my thoughts outside of Battletech, find me at www.uselessblot.com

(4:37:55 PM) moonsword134: You're a bastard.
(4:38:11 PM) moonsword134: And so's the talking whiskey monkey who lives in bottles of tequila to give you ideas.

(4:52:52 PM) ShinjoJinturi: simply by having tag on the field, even in a game that appears to not have any lrms or arrows on the board, you can inspire fear

Aasharu

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Re: Best missile mech?
« Reply #7 on: 13 February 2012, 22:33:26 »
Um, I'm using Heavy Metal Pro.  Is there an easy place I can go in the program to get the stats, or do I need to write it out by hand?

blitzy

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Re: Best missile mech?
« Reply #8 on: 13 February 2012, 22:37:43 »
I thought HMP had an export to text feature.
"..and like children playing after sunset, we were surrounded by darkness."  -Ruri Hoshino


Aasharu

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Re: Best missile mech?
« Reply #9 on: 13 February 2012, 22:44:20 »
The Adder

Code: [Select]
BattleMech Technical Readout

Type/Model:    Adder (Puma) CR-M
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 2, Standard design

Mass:          35 tons
Chassis:       Endo Steel
Power Plant:   245 XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ferro-Fibrous
Armament:     
  4 Streak SRM 6s
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Adder (Puma) CR-SM
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Endo Steel             7      2.00
 (Endo Steel Loc: 1 LT, 2 RT, 2 LL, 2 RL)
Engine:        245 XL                       10      6.00
   Walking MP:   7
   Running MP:  11
   Jumping MP:   0
Heat Sinks:     10 Double [20]               2       .00
 (Heat Sink Loc: 1 CT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  115 pts Ferro-Fibrous         7      6.00
 (Armor Crit Loc: 1 LA, 1 RA, 3 LT, 2 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             11         20     
   Center Torso (Rear):                  2     
   L/R Side Torso:            8      15/15     
   L/R Side Torso (Rear):              1/1     
   L/R Arm:                   6      10/10     
   L/R Leg:                   8      16/16     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Streak SRM 6s          RT      8   45      7      9.00
  (Ammo Locations: 1 HD, 1 LT, 1 RT)
2 Streak SRM 6s          LT      8           4      6.00
--------------------------------------------------------
TOTALS:                         16          62     35.00
Crits & Tons Left:                          16       .00

Calculated Factors:
Total Cost:        7,838,888 C-Bills
Battle Value:      1,351
Cost per BV:       5,802.29
Weapon Value:      1,486 / 991 (Ratio = 1.10 / .73)
Damage Factors:    SRDmg = 41;  MRDmg = 16;  LRDmg = 0
BattleForce2:      MP: 7,  Armor/Structure: 3/2
                   Damage PB/M/L: 6/5/-,  Overheat: 0
                   Class: ML;  Point Value: 14
                   Specials: omni

The Stormcrow

Code: [Select]
BattleMech Technical Readout

Type/Model:    Stormcrow (Ryoken) CR-M
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Endo Steel
Power Plant:   330 XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ferro-Fibrous
Armament:     
  5 Streak SRM 6s
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Stormcrow (Ryoken) CR-M
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Endo Steel             7      3.00
 (Endo Steel Loc: 3 LA, 2 RA, 1 LT, 1 RT)
Engine:        330 XL                       10     12.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   0
Heat Sinks:     12 Double [24]               4      2.00
 (Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  185 pts Ferro-Fibrous         7     10.00
 (Armor Crit Loc: 1 RA, 3 LT, 3 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             18         30     
   Center Torso (Rear):                  6     
   L/R Side Torso:           13      22/22     
   L/R Side Torso (Rear):              4/4     
   L/R Arm:                   9      18/18     
   L/R Leg:                  13      26/26     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Streak SRM 6s          RT      8   75      9     11.00
  (Ammo Locations: 1 HD, 2 LL, 2 RL)
2 Streak SRM 6s          LT      8           4      6.00
1 Streak SRM 6           CT      4           2      3.00
--------------------------------------------------------
TOTALS:                         20          68     54.50
Crits & Tons Left:                          10       .50

Calculated Factors:
Total Cost:        15,410,488 C-Bills
Battle Value:      1,561
Cost per BV:       9,872.19
Weapon Value:      2,973 / 1,982 (Ratio = 1.90 / 1.27)
Damage Factors:    SRDmg = 51;  MRDmg = 20;  LRDmg = 0
BattleForce2:      MP: 6,  Armor/Structure: 5/3
                   Damage PB/M/L: 7/6/-,  Overheat: 0
                   Class: MM;  Point Value: 16
                   Specials: omni

The Timber Wolf

Code: [Select]
BattleMech Technical Readout

Type/Model:    Timber Wolf (Mad Cat) CR-M
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 2, Modified design

Mass:          75 tons
Chassis:       Endo Steel
Power Plant:   375 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ferro-Fibrous
Armament:     
  2 LRM 15s w/ Artemis IV
  4 Streak SRM 6s
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Timber Wolf (Mad Cat) CR-M
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Endo Steel            7      4.00
 (Endo Steel Loc: 2 LA, 2 RA, 1 LT, 1 RT, 1 CT)
Engine:        375 XL                       10     19.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     15 Double [30]               0      5.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  231 pts Ferro-Fibrous         7     12.50
 (Armor Crit Loc: 2 LA, 2 RA, 1 LT, 1 RT, 1 CT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         38     
   Center Torso (Rear):                  8     
   L/R Side Torso:           16      28/28     
   L/R Side Torso (Rear):              4/4     
   L/R Arm:                  12      24/24     
   L/R Leg:                  16      32/32     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 LRM 15 w/ Artemis IV   RA      5   24      6      7.50
  (Ammo Locations: 1 HD, 1 LT, 1 RT)
1 LRM 15 w/ Artemis IV   LA      5           3      4.50
2 Streak SRM 6s          RT      8   45      7      9.00
  (Ammo Locations: 1 RT, 1 LL, 1 RL)
2 Streak SRM 6s          LT      8           4      6.00
--------------------------------------------------------
TOTALS:                         26          67     75.00
Crits & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        24,952,812 C-Bills
Battle Value:      2,126
Cost per BV:       11,736.98
Weapon Value:      4,262 / 3,122 (Ratio = 2.00 / 1.47)
Damage Factors:    SRDmg = 61;  MRDmg = 33;  LRDmg = 9
BattleForce2:      MP: 5,  Armor/Structure: 6/4
                   Damage PB/M/L: 9/7/2,  Overheat: 0
                   Class: MH;  Point Value: 21
                   Specials: omni, if

blitzy

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Re: Best missile mech?
« Reply #10 on: 13 February 2012, 22:50:34 »
Code: [Select]
Adder (Puma) CR-M

Oh, my the horrible things you've done to that mech.  Where is the rear armor at?  An elemental star will do nasty things to you.

Code: [Select]
Type/Model:    Stormcrow (Ryoken) CR-M

A fairly common configuration I've found.  You big problem will come from long range weapons that will start hunting you down.  As it still looks stock though you can change up later.  I believe you have too much ammo though.

Code: [Select]
Type/Model:    Timber Wolf (Mad Cat) CR-M

That is interesting, very similar to the Summoner config.  I might take Beta I believe it is.  You need something to punch holes on a mech that large.
"..and like children playing after sunset, we were surrounded by darkness."  -Ruri Hoshino


Aasharu

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Re: Best missile mech?
« Reply #11 on: 13 February 2012, 22:57:18 »
Oh, my the horrible things you've done to that mech.  Where is the rear armor at?  An elemental star will do nasty things to you.

Oh yeah, I forgot to fix that.  That was the first mech I started designing, and I hadn't yet realized that total armor meant for the front and back combined.  Replace it with 12/16/12 and 4/6/4.

A fairly common configuration I've found.  You big problem will come from long range weapons that will start hunting you down.  As it still looks stock though you can change up later.  I believe you have too much ammo though.

So what would you recommend I replace the ammo with?

That is interesting, very similar to the Summoner config.  I might take Beta I believe it is.  You need something to punch holes on a mech that large.

Beta?  As in, the Summoner config?

ItsTehPope

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Re: Best missile mech?
« Reply #12 on: 13 February 2012, 22:57:44 »
So on the Adder, if anyone gets behind you, you die.

Stormcrow isn't too much better...

Timber Wolf can survive a bit....

But honestly?  You're living and dying on hoping for TAC's before someone blows through your armor.  Never a good way to win duels.
If you actually care to listen to my thoughts outside of Battletech, find me at www.uselessblot.com

(4:37:55 PM) moonsword134: You're a bastard.
(4:38:11 PM) moonsword134: And so's the talking whiskey monkey who lives in bottles of tequila to give you ideas.

(4:52:52 PM) ShinjoJinturi: simply by having tag on the field, even in a game that appears to not have any lrms or arrows on the board, you can inspire fear

Aasharu

  • Guest
Re: Best missile mech?
« Reply #13 on: 13 February 2012, 23:04:13 »
So, boost the rear armor more.  I'll do that.

What about weapons?  Should I put some laser or ballistic weapons on, even though I have a gunnery skill of 4 with them?  Should I drop some of the SSRMs for LRMs, and try and stay further away?  The problem is, I'm pretty new to this game, so the tactics involved sometimes escape me.

blitzy

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Re: Best missile mech?
« Reply #14 on: 13 February 2012, 23:07:49 »
Oh yeah, I forgot to fix that.  That was the first mech I started designing, and I hadn't yet realized that total armor meant for the front and back combined.  Replace it with 12/16/12 and 4/6/4.

Better.

So what would you recommend I replace the ammo with?

Two ER MEdium lasers or a medium pulse

Beta?  As in, the Summoner config?

Summoner beta, or vulture beta would be fairly close, and I believe fit on a Mad Cat Chassis

"..and like children playing after sunset, we were surrounded by darkness."  -Ruri Hoshino


Aasharu

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Re: Best missile mech?
« Reply #15 on: 13 February 2012, 23:25:46 »
So, would this be a better Timber Wolf configuration?

Code: [Select]
BattleMech Technical Readout

Type/Model:    Timber Wolf (Mad Cat) STV-M
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 2, Standard design

Mass:          75 tons
Chassis:       Endo Steel
Power Plant:   375 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ferro-Fibrous
Armament:     
  3 Streak SRM 6s
  2 LRM 20s
  1 Medium Pulse Laser
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Timber Wolf (Mad Cat) STV-M
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Endo Steel            7      4.00
 (Endo Steel Loc: 2 LA, 2 RA, 2 LT, 1 RT)
Engine:        375 XL                       10     19.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     15 Double [30]               0      5.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  231 pts Ferro-Fibrous         7     12.50
 (Armor Crit Loc: 1 LA, 1 RA, 2 LT, 3 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         34     
   Center Torso (Rear):                 12     
   L/R Side Torso:           16      24/24     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  12      24/24     
   L/R Leg:                  16      32/32     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Streak SRM 6           RA      4   30      4      5.00
  (Ammo Locations: 1 LT, 1 RT)
1 Streak SRM 6           LA      4           2      3.00
1 LRM 20                 RT      6   24      8      9.00
  (Ammo Locations: 2 LL, 2 RL)
1 LRM 20                 LT      6           4      5.00
1 Streak SRM 6           CT      4           2      3.00
1 Medium Pulse Laser     HD      4           1      2.00
--------------------------------------------------------
TOTALS:                         28          68     75.00
Crits & Tons Left:                          10       .00

Calculated Factors:
Total Cost:        24,353,438 C-Bills
Battle Value:      2,194
Cost per BV:       11,100.02
Weapon Value:      4,239 / 3,600 (Ratio = 1.93 / 1.64)
Damage Factors:    SRDmg = 60;  MRDmg = 34;  LRDmg = 11
BattleForce2:      MP: 5,  Armor/Structure: 6/4
                   Damage PB/M/L: 8/7/2,  Overheat: 0
                   Class: MH;  Point Value: 22
                   Specials: omni, if

Zombyra

  • Master Sergeant
  • *
  • Posts: 262
Re: Best missile mech?
« Reply #16 on: 14 February 2012, 02:33:52 »
I'm a little bit concerned about all the Streak Launchers that are overwhelming the arsenal.  A lot of good Clan weapons could outrange you; I mean, I don't know the type of terrain you'll be in, at least having the threat of reaching out to 20 spaces seems like a good idea.  I'd definitely want some LRM's in there.

I'd prefer the Stormcrow in this case, too.  It's pretty fast around it's own weight, and stands a really good chance of putting up a positive movement mod, which, even though Clan pilots are going to hit a lot more, is still a good idea.  I just don't know if the Adder is heavy enough to take a pounding from 3 mechs, even of a similar weight, considering how much damage you can pack on to even light clan mechs.  With the heavies, I feel like the sheer volume of likely incoming laser and ppc fire is going to be overwhelming.  The Stormcrow is just a safer choice that way, especially since you're trying to exploit missiles as your primary weapon.

What I'd want is something that packs big long range missiles with just enough reloads to get the job done, in a weight class with a good chance of the missile damage being meaningful, and back that up with a few tons of lasers.  Whatever you decide, I think a few ermeds are a good investment.  You can use them to finish off your enemies once they are crippled, and you don't run the ultimate risk of carrying around so many bins of ammunition that could unluckily effectively end the whole duel in short order.

On a standard Stormcrow, I'd want something more like this:
Code: [Select]
Loadout Name: Val                                            Cost: 15,604,238
Tech Rating/Era Availability: F/X-E-E                         BV2: 2,607

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           HD        -         1         1.00
2 ER Medium Lasers                           RT        10        2         2.00
2 ER Medium Lasers                           LT        10        2         2.00
LRM-20                                       RA        6         4         5.00
    Artemis IV FCS                           RA        -         1         1.00
LRM-20                                       LA        6         4         5.00
    Artemis IV FCS                           LA        -         1         1.00
@LRM-20 (Artemis) (12)                       RA        -         2         2.00
@LRM-20 (Artemis) (12)                       LA        -         2         2.00
                                            Free Critical Slots: 10

And I'd put the big launchers out in the arms, keep the ammo away from anything substantial.  The 20's bins will drain pretty adequately, and they're well padded out there, too.  The launchers are as powerful as possible, with a range threat that should keep your opponents honest, but I'd try to draw them into medium range, adding in a couple lasers at the same time.  The lasers are a powerful arsenal in their own right, enhanced with a targeting computer should be really effective at closer ranges.  They're light-weight, good damage, adequate range, and they'll never blow up.  If you're really concerned about having more ammo, I'd either drop the Artemis, or push the launchers down to 15's.  Surely 6 salvos per mech will be more than enough with the lasers added in.

Anyway, that's my best advice.  Sorry to go on so long.  Good lucks!

Stormfury

  • Major
  • *
  • Posts: 4429
  • Death couldn't stop me. How will you?
Re: Best missile mech?
« Reply #17 on: 14 February 2012, 02:40:55 »
One of my favourite alterations to the Timber Wolf Prime revolves around swapping the LRM-20s to Artemis-enhanced LRM-15s. It completely changes the way the machine plays.

I'm uncertain why SRMs are such a concern, but if the canon Bane 3 does not appeal, I suggest:

Code: [Select]
Archer IIC

Mass: 70 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3070
Cost: 8,067,973 C-Bills
Battle Value: 2,383

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    4  LRM-15s w/ Artemis IV FCS
    4  ER Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   107 points                3.50
    Internal Locations: 3 LA, 2 RA, 1 LL, 1 RL
Engine:             Fusion Engine                280                      16.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 217                 11.50
    Armor Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
    CASE Locations: LT, RT                                                 0.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     22           34       
                                 Center Torso (rear)                  10       
                                           L/R Torso     15           24       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     11           22       
                                             L/R Leg     15           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (R) ER Medium Lasers                       CT        10        2         2.00
2 LRM-15s                                    RT        10        4         7.00
    Artemis IV FCS                           RT        -         1         2.00
2 LRM-15s                                    LT        10        4         7.00
    Artemis IV FCS                           LT        -         1         2.00
ER Medium Laser                              RA        5         1         1.00
ER Medium Laser                              LA        5         1         1.00
@LRM-15 (Artemis) (40)                       RT        -         5         5.00
@LRM-15 (Artemis) (40)                       LT        -         5         5.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 24
4          5       5       4       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SOA, IF 2

Generally speaking you are best with LRM-15s (+/- Artemis) on Clan designs rather than the LRM-20.
Mordin Solus: We need a plan to stop them.
John Shepard: We fight or we die. That's the plan.
Ashley Williams: Wow. That's the plan? Is it just me, or did Shepard have better plans before he died?
Urdnot Wrex: Silence! This is the best plan anyone, anywhere has ever had!
Garrus Vakarian: Yes! I AM SO THERE I AM THERE ALREADY!
Tali'Zora vas Normandy: *Facepalm*

Diablo48

  • Major
  • *
  • Posts: 4684
Re: Best missile mech?
« Reply #18 on: 14 February 2012, 04:01:12 »
The Bane 3 was also my first thought because there is nothing in the game that tosses around stupid numbers of missiles like that monster (if you are not familiar with it, it has 8 LRM 15 racks and 16 tons of ammo), however another good alternative would be this Timber Wolf.

Code: [Select]
Timber Wolf (Mad Cat)

Mass: 75 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3070
Cost: 21,366,406 C-Bills
Battle Value: 1,066

Chassis: Unknown Endo-Steel
Power Plant: Unknown 375 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    27.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             375                      19.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             15(30)                    5.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 230                 12.00
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           36       
                                 Center Torso (rear)                  9         
                                           L/R Torso     16           25       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       



================================================================================
Loadout Name: IDF                                            Cost: 24,283,984
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,502

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               RA        2         1         0.50
ER Small Laser                               LA        2         1         0.50
2 LRM-15s                                    RT        10        4         7.00
    Artemis IV FCS                           RT        -         2         2.00
2 LRM-15s                                    LT        10        4         7.00
    Artemis IV FCS                           LT        -         2         2.00
ER Small Laser                               CT        2         1         0.50
@LRM-15 (Artemis) (24)                       RA        -         3         3.00
@LRM-15 (Artemis) (24)                       LA        -         3         3.00
@LRM-15 (Artemis) (8)                        RT        -         1         1.00
@LRM-15 (Artemis) (8)                        LT        -         1         1.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 25
5          7       7       5       0      3     0   Structure:  4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 5


View my design musings or request your own custom ride here.

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6977
Re: Best missile mech?
« Reply #19 on: 14 February 2012, 04:38:11 »
Given that you're bondsmen given a chance to trial, I can't really see you getting a lot of fancy choices. An Adder should be about as good as it gets...

I'd ask for something like this:

Code: [Select]
Adder (Puma)

Mass: 35 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3070
Cost: 5 948 438 C-Bills
Battle Value: 543

Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    1  Flamer
    16.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                2,00
    Internal Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             210                       4,50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0,00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3,00
Cockpit:            Standard                                               3,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 115                  6,00
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           16       
                                 Center Torso (rear)                  6         
                                           L/R Torso     8            12       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            12       
                                             L/R Leg     8            14       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Flamer                                       CT        3         1         0,50
                                            Free Critical Slots: 28

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 5
6          1       0       0       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Missile                                        Cost: 6 908 794
Tech Rating/Era Availability: F/X-X-E                         BV2: 1 444

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LT, RT, LA, RA                                         0,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Flamer                                       CT        3         1         0,50
Streak SRM-6                                 RT        4         2         3,00
2 LRM-5s                                     LT        4         2         2,00
3 LRM-5s                                     RA        6         3         3,00
3 LRM-5s                                     LA        6         3         3,00
@LRM-5 (24)                                  RT        -         1         1,00
@Streak SRM-6 (15)                           RT        -         1         1,00
@LRM-5 (24)                                  LT        -         1         1,00
@LRM-5 (24)                                  RA        -         1         1,00
@LRM-5 (24)                                  LA        -         1         1,00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 14
6          2       2       0       0      1     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2

Good amount of LRMs, with no heat worries. Ammo is a bit short but should be enough for a trial, and you've got a streak-6 (which won't run out of ammo before you run out of armor!) to fall back upon.

Sure you'll still be hoping for TACs to kill the enemy quickly, but your total damage output is still enough to kill yourself through plain damage with ammo left over.

Diablo48

  • Major
  • *
  • Posts: 4684
Re: Best missile mech?
« Reply #20 on: 14 February 2012, 05:19:46 »
Given that you're bondsmen given a chance to trial, I can't really see you getting a lot of fancy choices. An Adder should be about as good as it gets...

That is a fair point, although I would go for the Viper over the Adder any day.  One of these two configurations should do the job with the real deciding factor being how much range you will have to work with.

Code: [Select]
Dragonfly (Viper)

Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3070
Cost: 10,211,833 C-Bills
Battle Value: 700

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
    Jump Capacity: 240 meters
Armor: Unknown Ferro-Fibrous
Armament:
    8.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 1 CT, 3 LT, 3 RT
Engine:             XL Fusion Engine             320                      11.50
    Walking MP: 8
    Running MP: 12
    Jumping MP: 8 Standard
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 134                  7.00
    Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           16       
                                 Center Torso (rear)                  7         
                                           L/R Torso     10           13       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     6            12       
                                             L/R Leg     10           19       



================================================================================
Loadout Name: IDF                                            Cost: 10,953,396
Tech Rating/Era Availability: F/X-X-E                         BV2: 1,637

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
    CASE Locations: LT                                                     0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               RA        2         1         0.50
ER Medium Laser                              LA        5         1         1.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
Flamer                                       CT        3         1         0.50
@LRM-15 (Artemis) (16)                       LT        -         2         2.00
                                            Free Critical Slots: 17

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 16
8j         3       3       2       0      2     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: SRM                                            Cost: 10,933,708
Tech Rating/Era Availability: F/X-X-E                         BV2: 1,314

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             0.00
    CASE Locations: CT, RT, LA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Small Laser                               RA        2         1         0.50
SRM-6                                        LA        4         1         1.50
2 SRM-6s                                     RT        8         2         3.00
ER Small Laser                               LT        2         1         0.50
@SRM-6 (15)                                  LA        -         1         1.00
@SRM-6 (15)                                  RT        -         1         1.00
@SRM-6 (Inferno) (15)                        CT        -         1         1.00
                                            Free Critical Slots: 17

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 13
8j         1       1       0       0      2     0   Structure:  2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0


View my design musings or request your own custom ride here.

Stormfury

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Re: Best missile mech?
« Reply #21 on: 14 February 2012, 06:03:57 »
Hmm. Skimmed over the bit in the OP where you have been bonded by Clan Wolf.

Clan Wolf stands out from other Clans in how they do their initial Trial of Position, which we see Phelan (Spheroid bondsman) going through as well. The way the Wolves run the Trial is to make sure they weed out all but the best during the training process, then put any warrior cadets who remain in an assault 'Mech, facing three opponents who are somewhat lighter, a bit lighter, and about the same mass, piloted by veterans.

It seems that cadets get a Dire Wolf or similar.

Whether this is standard across all bondsmen, or is something that was only offered to Phelan through Ulric's patronage is unknown, but it might be worth pointing out to your GM.

OTOH, I think that Jaime Wolf is mentioned as fighting his Trial in an Archer, so it may be a tradition that only applies to Trueborns, or it might be something that can be waived in favour of a lighter design if the test candidate is feeling particularly lucky or whatever.

To be honest your best bet in a Trial of Position is to choose or create a design that can reliably inflict a lot of damage in short order. Aside from the Wolf method, the standard Trial has your first opponent in a design one weight class down from your own, your second in the same weight class, and your final in one class up (eg, if you go in with a medium, your opponents will come at you in the order of light, medium, heavy). Warriors may select a medium or heavy design. The result here is that you want to drop your opponents as fast as you can so you have the armour available to rack up more kills and thus obtain a higher rank.

Missiles, good as they are under general conditions, don't necessarily work all that well in a trial environment.

I would suggest an armament based around a PPC, Gauss Rifle, or A/C-20 backed up by Medium Lasers. Clan Wolf favours the Adder, Ice Ferret and theoretically Timber Wolf, but in all honesty you may be more likely to see or use  a Gargoyle instead based on their force listings in Invasion-era material.

Canon-wise, a Nova Prime, Gargoyle C or Stormcrow C (I believe the latter two are the A/C-20/flashbulb ones) might be a good choice, or at least a good place to start.

If you absolutely have to use missiles, I would strongly recommend going in with a Stormcrow or Timber Wolf chassis laden down with as many standard SRM racks (plus or minus a NARC launcher?).
« Last Edit: 14 February 2012, 06:08:13 by Stormfury »
Mordin Solus: We need a plan to stop them.
John Shepard: We fight or we die. That's the plan.
Ashley Williams: Wow. That's the plan? Is it just me, or did Shepard have better plans before he died?
Urdnot Wrex: Silence! This is the best plan anyone, anywhere has ever had!
Garrus Vakarian: Yes! I AM SO THERE I AM THERE ALREADY!
Tali'Zora vas Normandy: *Facepalm*

Aasharu

  • Guest
Re: Best missile mech?
« Reply #22 on: 14 February 2012, 09:51:19 »
Thanks for all the feedback, I'm really liking these designs.  Seems I was right to ask this forum for ideas.

One thing to keep in mind is my character's limitations.  When it comes to missiles, I have a 2 gunnery skill; with everything else, it's a 4.  Bad design decision, I suppose, and if I could go back and redesign my character, I'd change that, but as things stand, I have to wait for the XP to pump up my skills more.  So any design I use has to take that limitation into account.

Stormfury

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Re: Best missile mech?
« Reply #23 on: 14 February 2012, 10:15:56 »
Pulse lasers.

Consider a Timber Wolf with the following;

4 Medium Pulse Lasers
1 ER Small Laser
8 SRM-4s with 6 tons of ammunition
5 additional Double Heat Sinks- 20 (40) total

Obviously range is a bit of a problem... but this is a dueling situation, and you're in a 5/8 machine. Lack of a put-down weapon in the form of a 15+ pointer does concern me, but if you want to have a missile-heavy machine for a Trial I suspect this will be the way to go. And, it being an Omni, you can simply refit it to focus more on LRMs after you test out.

I would prefer an ER PPC, 3 Medium Pulse Lasers, an ER Small, 6 SRM-4s with 4 tons of ammunition, and five additional heat sinks though.
Mordin Solus: We need a plan to stop them.
John Shepard: We fight or we die. That's the plan.
Ashley Williams: Wow. That's the plan? Is it just me, or did Shepard have better plans before he died?
Urdnot Wrex: Silence! This is the best plan anyone, anywhere has ever had!
Garrus Vakarian: Yes! I AM SO THERE I AM THERE ALREADY!
Tali'Zora vas Normandy: *Facepalm*

va_wanderer

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Re: Best missile mech?
« Reply #24 on: 14 February 2012, 11:56:09 »
If you're going with missiles- don't worry so much about SRM's. They're nice, sure.

Clan LRM's have no minimum range and are cheap for the tonnage.

Timber Wolf chassis, 5 LRM 15's (I'd go with two in each side torso, one in the right arm) + 7 tons ammo (3 per torso, one right arm), 3 ER ML's (2 left arm, one CT- they're like IS LL's, after all!)

SRM's may have more location rolls when a salvo hits, but you want reach and those missile launchers will deliver a serious pummeling- and you can swap in the ERML's as needed too.

Diablo48

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Re: Best missile mech?
« Reply #25 on: 14 February 2012, 13:55:02 »
Hmm. Skimmed over the bit in the OP where you have been bonded by Clan Wolf.

Clan Wolf stands out from other Clans in how they do their initial Trial of Position, which we see Phelan (Spheroid bondsman) going through as well. The way the Wolves run the Trial is to make sure they weed out all but the best during the training process, then put any warrior cadets who remain in an assault 'Mech, facing three opponents who are somewhat lighter, a bit lighter, and about the same mass, piloted by veterans.

It seems that cadets get a Dire Wolf or similar....

If that is the case, I think the Bane 3 (or a similar Dire Wolf configuration) would be a perfect fit.


View my design musings or request your own custom ride here.

Stormfury

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  • Death couldn't stop me. How will you?
Re: Best missile mech?
« Reply #26 on: 14 February 2012, 18:41:42 »
Trouble is pumping out enough damage in a one-on-one fight against another Clan design, quite possibly one of the brawler configurations. Anything with an A/C-20 (exactly the kind of machine I would bring to a fight like this) may very welltear off a limb before decesive hits in return are dealt.
Mordin Solus: We need a plan to stop them.
John Shepard: We fight or we die. That's the plan.
Ashley Williams: Wow. That's the plan? Is it just me, or did Shepard have better plans before he died?
Urdnot Wrex: Silence! This is the best plan anyone, anywhere has ever had!
Garrus Vakarian: Yes! I AM SO THERE I AM THERE ALREADY!
Tali'Zora vas Normandy: *Facepalm*

Diablo48

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Re: Best missile mech?
« Reply #27 on: 14 February 2012, 20:01:03 »
Trouble is pumping out enough damage in a one-on-one fight against another Clan design, quite possibly one of the brawler configurations. Anything with an A/C-20 (exactly the kind of machine I would bring to a fight like this) may very welltear off a limb before decesive hits in return are dealt.

True, but the Bane 3 at least has the range and raw firepower to sandblast its way through most targets before it can get too badly mauled.

Honestly, it is kind of a shame this is set before the introduction of ATMs because you can get a horrific amount of firepower with HE rounds which could give enough knockdown power to win with just missiles.


View my design musings or request your own custom ride here.

Stormfury

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Re: Best missile mech?
« Reply #28 on: 14 February 2012, 20:31:17 »
It's a Trial of Position, a 3/5 mover, and can probably expect (given average movement modifiers and range) about 40 points per turn. It's good in a standard game, but this is essentially an arena fight, and I would favour canon dueling machines to tear it apart.
Mordin Solus: We need a plan to stop them.
John Shepard: We fight or we die. That's the plan.
Ashley Williams: Wow. That's the plan? Is it just me, or did Shepard have better plans before he died?
Urdnot Wrex: Silence! This is the best plan anyone, anywhere has ever had!
Garrus Vakarian: Yes! I AM SO THERE I AM THERE ALREADY!
Tali'Zora vas Normandy: *Facepalm*

Aasharu

  • Guest
Re: Best missile mech?
« Reply #29 on: 14 February 2012, 20:36:18 »
So, it basically boils down to the question, should I use non-missile weapons, even with my handicap of gunnery 4, and hope that luck is on my side?  Because it seems to me that what you're saying is, if I go straight missiles, I'm going to need luck on my side regardless.

 

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